
Marvin AndujarUniversity of South Florida | USF · Department of Computer Science & Engineering
Marvin Andujar
Ph.D. in Human-Centered Computing
About
44
Publications
9,823
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Citations
Introduction
Dr. Marvin Andujar is an Assistant Professor in the Computer Science and Engineering Department at the University of South Florida. His research concentration is on Brain-Computer Interfaces and Human-Computer Interaction.
Additional affiliations
August 2017 - present
August 2016 - December 2016
August 2014 - August 2017
Education
August 2014 - August 2017
July 2007 - May 2012
Publications
Publications (44)
This work in progress paper describes a proof-of-concept that explores the question: "Can users retain more information by incrementing their reading engagement physiologically?" This may help users to better learn the material even when it is uninteresting. Further, this paper explains how using Brain-Computer Interfaces can be used to measure/cap...
Science, technology, engineering, and mathematics (STEM) is rapidly transitioning to STEAM, which is the integration of the arts and design into the sciences. This transition is due to the need of adapting creativity in the sciences and engineering fields. This demonstrates the growing importance of the arts contribution towards the sciences in var...
First-person view (FPV) drones provide an immersive flying experience to pilots and are becoming popular for recreational purposes. In this paper, we study FPV pilots’ flight preferences and how they interact with drones. First, we conducted an online survey with 515 pilots. We found that most pilots build their drones, have five drones or more, fl...
Reliable and accessible voting systems are essential for democratic societies as they are a vital link between the democratic representation and its citizens. The current voting systems need further accessibility features to aid people with disabilities to vote more independently. This paper describes “Neuro-Voting” a novel P300-based Brain-Compute...
This paper describes “Neurochat”, a novel artistic Brain Computer Interface (aBCI) application that allows users to explore the combination of art and brain activity in a live online chat experience. This new interaction method enables users to video-chat online while expressing themselves using artistic facial filters that represent their real-tim...
This paper presents a brain-controlled game that allows players to fly a virtual drone using their brain-waves, while the game measures their engagement levels using a BCI. The active BCI element in the game allows players to accelerate and decelerate the virtual drone by performing a motor imagery task (imagining a muscle movement). The passive BC...
Brain-Computer Interfaces (BCI) provides a direct path of communication between the human brain and electronic systems. With the evolution of BCI hardware and software, the realm of BCI applications is expanding. An emerging field is the integration of BCI and video-games. In addition to providing a new user experience, brain-controlled games also...
Drones are becoming ubiquitous in society, and as their use continues to grow, it becomes important to research new approaches to provide a better user experience and safer flights. In this paper, we propose the use of brain-computer interfaces (BCI) to measure the drone pilot’s engagement from the brain while piloting drones. We hypothesize that r...
Although the number of careers calling for training and knowledge of STEM topics continue to grow, the presence of STEM education in K-12 is lacking. Therefore, there is a need to broaden the presence of STEM in current curricula. There is also a need for tools and guidelines to help educators in teaching STEM courses. Such tools should engage stud...
First-person view (FPV) drones provide an immersive flight experience for pilots. In FPV flying, the pilot wears a pair of goggles that display the video feed from the drone in real-time. This allows them to fly the drone as if they were sitting on top of it, thus creating an immersive experience similar to virtual reality and giving the sensation...
Software is a critical component of brain–computer interfaces (BCIs). While BCI hardware enables the retrieval of brain signals, BCI software is required to analyze these signals, produce output, and provide feedback. Users from multiple research areas have adopted BCI software platforms to investigate various concepts. Recently, interest in web-ba...
This paper discusses a general architecture for multi-party electroencephalography(EEG)-based robot interactions. We explored a system with multiple passive Brain-Computer Interfaces (BCIs) which influence the mechanical behavior of competing mobile robots. Although EEG-based robot control has been previously examined, previous investigations mainl...
Brain Painting is a brain-computer interface (BCI) application that allows users to paint on a virtual canvas without requiring physical movement. Brain Painting has shown to improve the Quality of Life of patients with Amyotrophic lateral sclerosis (ALS), by giving the patients ways of expressing themselves and affecting society through art exhibi...
While increases in the development of virtual reality (VR) have expanded the possibilities of learning foreign languages, research for computer assisted language learning in VR is lacking [1]. Virtual reality headsets continue to become more accessible to end users, and there is a current lack of educational language learning applications for such...
As Brain-Computer Interface (BCI) technology become more ubiquitous, lower cost and expands from research laboratories to user’s home, there is an emerging field and application on brain-controlled games. The use of BCI for gaming does not only allows an extra channel of communication between player and game systems, but it also extends its use to...
This paper discusses a general architecture for multi-party electroencephalography (EEG)-based robot interactions. We explored a system with multiple passive Brain-Computer Interfaces (BCIs) which influence the mechanical behavior of competing mobile robots. Although EEG-based robot control has been previously examined, previous investigations main...
Brain Painting is a brain-computer interface (BCI) application that gives users the ability to
paint on a virtual canvas without requiring physical movement [1-2]. Brain Painting has shown to improve the Quality of Life (QOL) of patients with Amyotrophic lateral sclerosis (ALS), by giving patients a way to express themselves and affect society thro...
This demo showcases an interactive virtual reality experience for language learning that allows users to enter a virtual world to explore and interact with their surroundings while learning Spanish. Through immersive game-play on the Oculus Rift, users explore Spanish translations of everyday household items in a search-and-find format, scoring poi...
Drones have expanded from military operations to performing a broad range of civilian applications. As drone usage increases, humans will interact with such systems more often, therefore, it is important to achieve a natural human-drone interaction. Although some knowledge can be derived from the field of human-robot interaction, drones can fly in...
During college, students make important decisions that will affect the rest of their life while also dealing with the burdens of social and academic expectations, often while living alone for the first time. For these reasons, stress deteriorates mental health and ability to relax. Meditation has been shown to reduce stress and mitigate its negativ...
In 1997 Rosalind Picard introduced fundamental concepts of affect recognition [1]. Since this time, multimodal interfaces such as Brain-computer interfaces (BCIs), RGB and depth cameras, physiological wearables, multimodal facial data and physiological data have been used to study human emotion. Much of the work in this field focuses on a single mo...
Artists have been using BCIs for artistic expression since the 1960s. Their interest and creativity is now increasing because of the availability of affordable BCI devices and software that does not require them to invest extensive time in getting the BCI to work or tuning it to their application. Designers of artistic BCIs are often ahead of more...
HCI is a field where diversity should be considered in the systems we build and study. As such, it is important to cultivate a growing group of diverse researchers with a range of experiences to contribute to difficult design, research, and computational problems. Therefore, the CHIMe organizers invite graduate and undergraduate students to attend....
Technology is changing the way that students learn. Many students learn the content of different subjects outside the classroom by watching videos on YouTube, Vimeo, Khan Academy, and other sources. Nevertheless, exams are currently the best feedback indication of how effective the student's study session was. Physiological sensors such as electroe...
There are several educational technologies developed to enforce learning in computing. These tools success have generally been studied through subjective measurement. However, subjective data may be inaccurate due to users not providing exact information. Therefore, validity may be of concern. Human-Computer Interaction (HCI) researchers have recen...
ElectronicPriorAuthorization(ElectronicPA )is a fast and efficient way of ensuring that prior authorization, needed for medical drug and treatment dispensing, is accurately and promptly completed, supporting quick delivery of medications to patients. Electronic PA (ePA) solutions are the next big revolution in healthcare industry after the introduc...
MobileAugmentedReality(AR) games are changing the way players interact with other players and in cities in the real world. The game’s content influences players’ decision to explore the outside world (whole body movement outside the house) instead of staying inside playing stationary games (not whole body movement required). While users interact wi...
The use of facial filters in social media has changed the way people communicate and share their emotions. Daily, users generate millions of videos content with visual filters, where they manually select and apply these filters on top of their video or images. This paper presents an artistic Brain-Computer Interface new method to express the user’s...
In this paper, we discuss the possibilities of adapting humorous smart technologies to the workplace. Also, we discuss the precautions that need to be taken when introducing the theories of humor. We explore adapting the theories of humor and the pros and cons of integrating it in the workplace.We believe the adaptation of this technology will help...
As jobs begin to seek hybrid skill sets from employees more frequently, interdisciplinary learning will become more important. This paper presents a tool, which provides a novel interdisciplinary learning approach that merges math, computer science, and physiology to create engaging experiences for learners. The presented tool obtains neurophysiolo...
Brain-Robot Interaction (BRI) research has mainly focused on analyzing system’s performance through objective data. Recently research on Brain-Computer Interfaces (BCI) has begun moving towards applications that go beyond the lab and medical settings. To create successful BRI applications in the future for healthy users User Experience (UX) should...
There are several implementations of Brain-Computer Interfaces (BCI) systems to control robots. Although there are a wide variety of implementations, there is minimal work on researching infrastructures that work independent of hardware. Most systems presented in previous work are built to work with specific hardware components. The infrastructure...
This paper discusses a nine-month research study to determine which of two programming environments, Alice or Android App Inventor, have a greater impact on high school student's interest and learning in computer science. Both interfaces were taught to high school students in this comparative study, and an assessment has been done to determine whic...
This paper describes the findings of a replication study conducted at a different location. This study measures the engagement level of participants objectively from two learning techniques: video game and handout (traditional way of learning). This paper may help other researchers design their own Brain-Computer Interface study to measure engageme...
A research study measuring perceptions of computing held by Hispanic high school students has been conducted using two visual programming interfaces. Undergraduates conducted regular weekend classes using both Alice and App Inventor lessons to provide computing instruction to the students enrolled in an enrichment program. The goal of this research...
The research project described here presents a study of two programming environments, Alice and Android App Inventor, which were used to introduce high school students to computer science. The interfaces were used to teach the students computing fundamentals and provide them with exposure to computing. The objective of this research study was to de...
This paper investigates the benefits of learning from educational video games compared to learning by reading from a text document. The participants were exposed to Lewis and Clark expedition via a video game or text document. During the learning task, playing the game or reading, participants wore a Brain Computer Interface (BCI) device to gather...
Projects
Projects (4)
This project is broken down into different areas: Competitive Brain-Controlled Drones and Virtual Brain-Controlled Drones.